Results 1 to 10 of 4812

Hybrid View

  1. #1
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ItsUrBoi View Post
    ->Dark Mind grants 10% damage. At level 82, upgrades to Oblation, granting an additional 20% magic damage mitigation.

    ->Dark Missionary should be obtained at level 66.
    My stance in these really hasn't changed. Oblation feels by and large like TBN should evolve into it. I'm indifferent on Dark Missionary being at a lower level or not.

    Quote Originally Posted by ItsUrBoi View Post
    ->Carve and Spit / Abyssal Drain moved to be GCDs with 20 sec CDs.

    ->Bloodspiller combos into 2 more actions, part of a combo, each action costing 15 blood.
    Carve and Spit/Abyssal Drain being 20s on the GCD would feel more active...but at this point they might as well combine them into one single new ability. Don't get me wrong, I would like them to be separate and have Abyssal Drain back on the GCD with a mana cost, but that doesn't look like the direction it's headed.

    Each action costing gauge sounds nice, especially considering there potentially could be micro-optimizations to be had, but that's also why they'd mostly just keep it as a combo starter that costs 50 gauge, and the rest free.

    Quote Originally Posted by ItsUrBoi View Post
    ->Living Shadow increases Darkside's damage bonus to 25% for 20 seconds. Fray merges with you giving you an enshroud like effect but suited to DRK fantasy.
    I've stated my support a lot for this in the past, and will continue to show said support.

    Quote Originally Posted by ItsUrBoi View Post
    ->Delirium grants the Delirium buff for 10 seconds. During this time Darkside cannot be obtained from Edge/Flood of Shadow, they instead increase the bloodgauge by 20!
    I'm honestly not sure if I like how this functions. If we're going to have interactivity with the Darkside timer and the Blood Gauge, I would prefer if we had an ability that converts some of the Darkside timer into Blood gauge. idk...15-30s of it, since edge/flood gives 30s?

    If we were to receive an ability to convert some of the timer into Blood gauge, I feel like that would feel more like management than merely chopping off access to gaining any Darkside.
    Quote Originally Posted by ItsUrBoi View Post
    ->Quietus removed. Bloodspiller combo can have AoE fall-off.
    I feel like Quietus could be used in the hypothetical Delirium combo we've discussed in the past.
    Quote Originally Posted by ItsUrBoi View Post
    ->To replace Quietus and Dark Mind merged into Oblation you can gain Blood price and Sole Survivor.

    ->Blood price: When around more than 2 enemies, getting hit increases the Bloodgauge. Should be obtained in Stormblood.

    ->Sole Survivor: Marks target for execution. If target is killed, gain HP and MP. If target survives, gain only HP. Should be obtained in Endwalker for sustain purposes.
    I feel like the revamped Blood Price me and Lyth discussed actually would cover both of these.

    Basically, Blood Price would a sustain tool. At the end of it's duration we recover a portion of the damage we took. The amount healed can be capped for balance purposes so DRK isn't potentially immortal in any given situation.

    Quote Originally Posted by ItsUrBoi View Post
    ->Salted earth gives a regeneration effect while standing inside it. Salt and Darkness heals the DRK instantly.
    I personally think Salted Earth could grant the user 10% mit, and then Salt and Darkness could be the heal, so they aren't just one big sustain tool when we're already giving DRK more sustain to begin with.
    (0)

  2. #2
    Player
    ItsUrBoi's Avatar
    Join Date
    Nov 2021
    Posts
    150
    Character
    Scuffed Guts
    World
    Spriggan
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Zairava View Post
    My stance in these really hasn't changed. Oblation feels by and large like TBN should evolve into it. I'm indifferent on Dark Missionary being at a lower level or not.
    Putting more into TBN is bad since it will make it harder to break, especially in lower content like Trials / Normal Raids, therefore making the use of Dark Arts harder. Instead let's try to consolidate defensive cooldowns that are lackluster: Oblation due to being only 10% and Dark Mind which is 20% against magical is cool, IF its magical damage and if it is you do need Oblation on top anyway, if its not, its useless.

    I think I suggested something similar a while ago but there are design problems around that as you'd have to weave in YET ANOTHER off GCD to consume Darkside and that's just making it worse for your double weaving. Instead what I suggested with Edge/Flood of Shadow used under Delirium granting blood instead of Darkside is basically the same but smoother I think.

    The job needs some sustain to make up for the lack of AoE survivability and constantly getting hit by hard hitting auto attacks in raids. My idea was that when you enter Salted Earth's area you gain a buff that stays on you even if you leave Salted Earth's area and which heals you over time slowly and makes it so that when you use Salt and Darkness you gain a small burst of healing. Adding mitigation to it might be overly complicated as you can just have that mitigation within the new Oblation ( Dark Mind's 20% magical + 10% overall damage reduction from current Oblation ) and the 20sec cooldown on C&S / Abyssal Drain.

    Yeah having an ability that stores damage taken then heals you when reactivated or upon effect fading is cool too!
    (0)

  3. #3
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ItsUrBoi View Post
    Putting more into TBN is bad since it will make it harder to break, especially in lower content like Trials / Normal Raids, therefore making the use of Dark Arts harder. Instead let's try to consolidate defensive cooldowns that are lackluster: Oblation due to being only 10% and Dark Mind which is 20% against magical is cool, IF its magical damage and if it is you do need Oblation on top anyway, if its not, its useless.
    I've already stated this in prior posts, but not really. You already use other cooldowns with TBN specifically because it makes TBN stronger. Everywhere you use it want something to be used with it anyway (Which is generally oblation), and where that is applied, the shield isn't hard to break. It pops in no time flat in trash mob pulls, and using it on tankbusters you already use Oblation in tandem because it's a light mitigation of 10%. Using TBN on auto's outside of pull is ill advised because it is inconsistent. You would want to time it around when raid-wide aoe damage is being dished out but at that point it would be better to use it on anyone that isn't a tank anyway.

    What DOES make TBN harder to pop is the inevitable power creep because of our HP values going up.

    Quote Originally Posted by ItsUrBoi View Post
    I think I suggested something similar a while ago but there are design problems around that as you'd have to weave in YET ANOTHER off GCD to consume Darkside and that's just making it worse for your double weaving. Instead what I suggested with Edge/Flood of Shadow used under Delirium granting blood instead of Darkside is basically the same but smoother I think.
    This would be remedied by reducing the oGCD bloat during out 2-minute and opener, which we have talked about solutions for that extensively. The reason I advocate for something similar to Hagakure for Darkside->Blood Gauge is basically what I already stated. I think we're solving the issue with Darkside but just are listing different ways to go about it.

    Quote Originally Posted by ItsUrBoi View Post
    The job needs some sustain to make up for the lack of AoE survivability and constantly getting hit by hard hitting auto attacks in raids. My idea was that when you enter Salted Earth's area you gain a buff that stays on you even if you leave Salted Earth's area and which heals you over time slowly and makes it so that when you use Salt and Darkness you gain a small burst of healing. Adding mitigation to it might be overly complicated as you can just have that mitigation within the new Oblation ( Dark Mind's 20% magical + 10% overall damage reduction from current Oblation ) and the 20sec cooldown on C&S / Abyssal Drain.

    Yeah having an ability that stores damage taken then heals you when reactivated or upon effect fading is cool too!
    I agree, I just think we need only one form of added sustain, DRK is already very strong defensively to stand on it's own, and I like that. I believe the Blood Price revamp would more than provide what's necessary and the most easily applicable one in all situations, while simultaneously being one of the more interesting tank CD's.
    (0)